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Making proper enemeies

author: Kurtis Koopmann

problem: 

In order to enhance the gameplay experience, I focused on creating functional enemies capable of both pursuing and shooting at the player when within a specific range.

solution: 

To create the functionality of enemies in the game, I implemented a NavMesh Agent component to the enemy model. This allowed the enemy to navigate the game environment intelligently. Additionally, a script was created to control the behavior of the enemy. Initially, the enemy was programmed to remain stationary, patiently awaiting the player's approach within a specified radius. Once the player entered the designated range, the enemy would dynamically transition into a chase mode, actively pursuing and shooting at the player. This implementation provided an engaging experience for players, as they had to strategize and be cautious when approaching enemies, knowing that they would be relentlessly pursued once within range.

Furthermore, the enemy model was equipped with a ragdoll object and rigged animations to enhance the overall realism and immersion of the game. When the enemy was alive, the ragdoll physics were disabled, ensuring that the enemy exhibited lifelike movements through the predefined animations. This created a sense of agency and responsiveness in the enemy's actions. However, upon the enemy's demise, the ragdoll physics were enabled, allowing the enemy to realistically collapse and interact with the environment, adding an additional layer of visual realism to the gameplay. By implementing these features, the enemies became more dynamic and engaging, providing players with a challenging and immersive experience.

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